Something I could jam off of for a city coup?

I'm going to start things with the day before the coup; the syndicate is paying local thugs of every stripe to cause a ruckus and get thrown behind bars... or into the stocks... or just into that big crowd of criminals.

The city doesn't have the space to incarcerate that many at once, and that means the City Watch is overstretched...
 

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Is there really going to be that much going on during a coup?!?

First thing to consider, is what are the important points in the city?

In a modern day coup, you grab the centers of communication (TV-station, radio station, & newspaper), as well as securing the support of the local armed forces (police, and any army barracks). (The airforce aren't likely to get involved, bombing civilian targets in their home city isn't popular). Those important police and army personnel that aren't supporting your coup (or at least those that you suspect will actively go against you), you make sure they aren't in town, or seize them. Seizing assets of the local community (courthouse, townhouse) and liberating political prisoners to popularize your efforts also helps. Assassinating people isn't always the best alternative. It always riles people up. You should really only assassinate those diehard followers of the old regime. Preferably through mock trials or through unfortunate "resisting arrest" scenarios. Sending people into exile is usually far more acceptable to other factions as well, and helps getting them onboard.

So for a DnD this translates to:

1) The difficult assumption of seizing the local keep. You'll need well placed supporters for this. Probably the most difficult.
2) Ensuring the support of the local clergy, or making sure they remain passive.
3) Securing the gates/entrances to the city.
4) Propogating a message of peaceful benevolence towards the populance in general, encouraging them to remain calm, and stay indoors during the hours of darkness, until the crisis is over, via bards and town criers.
5) releasing the prisoners from the local jail.

Secondly powerful merchants would be inclined to protest against the sitting government's taxes and levies by closing shop. If they control enough of the trade, they can break the governments coffers by refusing to open for trade (can't tax non-trade), and forment civilian unrest at the same time (compare the bazaariis of Iran in '79), all while blaming the government for the shortage of goods, and the rampant black market.
 

There's an old basic module called 'the veiled society' that has an attempted coup in it - and its low level too

from what i can remember the plot has

1) Characters caught in a riot, and following the speaker to his hideout
2) being paid to bodyguard / assassinate a 'player'
3) finding an assassination attempt ongoing
4) Individual PC's working for different factions within the plot without realising it

I used it for inspiration a year or so back but it wouldn't be too difficult to convert as its low level with mainly human NPC's
 

rycanada said:
Does anyone have a suggestion for something (maybe from Dungeon mag in the last 3 years?) that I could use to grab a few locations or ideas from?

Hi Rycanada,

I would suggest Golotha sold by CGI. While it is set for Harn, it can be easily dropped into any pseudo medieval setting.

Additional free fanon created for Golotha includes a local wool merchant and a townhouse of a local evil sadist knight.

While not a port city, another good candidate might be Tashal sold by CGI. Again set in Harn but easily changed to fit.

Additional free fanon created for Tashal includes about a quarter of the city mapped here and more here, as well a prominent noble’s compound here.

Plus you may be able to tweak some of the other Lythia.com free downloads to fit your setting (surrounding villages, etc.). I think the 100 or so NPCs in the nine part “Friends, Foes, and Followers” downloads found here may also help.

Both cities have strong local underground mobs, which is why I suggested them.

Good luck!
 

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